For dps: on our last kill, dps in to Felmyst went mage, rogue, fury warrior, rogue, warlock. Melee does good dps.
This week btw, all the ranged were ahead of the melee on dps done just to Felmyst, although the melee weren't that far behind.
The fundamental point here is that ranged is not that much better than melee on this fight, as long as you have enough AE to kill the skeletons before P1 really gets going (and you have a *lot* of time) it doesn't matter who you bring to the raid because what matters is the dps done in P1 -- P2 is surviving and getting the skeletons out of the way.
DPS done at the start of air phases isn't that important anyways (and a strong DPS'er will catch up to tanks by spending too much time dps'ing without the tank building threat) since watching for the lasers is most important.
I can't see any reason not to bring a normal raid composition to this in terms of ranged/melee AE/single target balance.
A simple question - just how much total damage is Encapsulate on targeted person? We're weren't using HSes/arcane pots so far and it's more or less ok, but there are sometimes issues with healing, so I'm thinking just how much should I adjust our positioning and how much heals are needed - or if those 2 are pretty much needed.
I haven't seen anyone post this yet, nor have we actually tried to do it ( just heard about the idea), but is it possible to get out of encapsulate through the use of the PvP trinket?
I haven't seen anyone post this yet, nor have we actually tried to do it ( just heard about the idea), but is it possible to get out of encapsulate through the use of the PvP trinket?
No. You can drink potions/use healthstones/Iceblock/Cloak of Shadows/Bubble while Encapsulated, however.
Or the OMG RAID DAMAGE, where are all our priests? fight.
We don't have a good handle on it yet.
Phase 1:
People die. A lot. Generally one or two people are low enough to die to 2 ticks of encapsulate. Is this just a positioning problem, do people suck, or what? We've been running 2/2/2/2 healer, 10k health. 2 shadow priests too, so gas nova isn't much of a problem. Thinking about upping it to 9 healer or 11k. Pretty much using the Bosskillers strat. Basically it chugs along then someone dies to encapsulate.
Phase 2:
The few times we got there with a semblance of order, everyone just died. Currently using a prot warrior and druid for the bulk of the tanking, with consecrate and piercing howls from a holy paladin and arms warrior. Earthbinds and a frost trap all around. Our prot paladin is away, is it doable without one? It seems a lot like Tidewalker, except the other healers can't afford to wait much at all.
Incidentally, I can't recall any other boss fight that has flat out required two of a class. Perhaps 4 of 2 classes, such as decursing, but here it's just "2 priests or go home, and if you only have 2 good luck." I really hope they don't have something with hunters...
But Apama! We downed Felmyst! Time to do it again.
Anyway, to go in line with the whole MD before a tick goes off... I try and wait with MD before gas nova comes up... but being a holy priest, we don't have that kind of luxury.
There were times when we would get an encapsulate followed closely (like 2-3 seconds right after) by a gas nova. This sucks for healing. I'm trying to CoH the encapsulated person AND I need to look out for gas nova. This isn't to say that I can't do it, but the group that I'm dispelling WILL take a tick just because of GCD or if I'm slow.
Encapsulate is a huge deal and people need to take Arcane pots or healthstones when running away.
This week btw, all the ranged were ahead of the melee on dps done just to Felmyst, although the melee weren't that far behind.
The fundamental point here is that ranged is not that much better than melee on this fight, as long as you have enough AE to kill the skeletons before P1 really gets going (and you have a *lot* of time) it doesn't matter who you bring to the raid because what matters is the dps done in P1 -- P2 is surviving and getting the skeletons out of the way.
DPS done at the start of air phases isn't that important anyways (and a strong DPS'er will catch up to tanks by spending too much time dps'ing without the tank building threat) since watching for the lasers is most important.
I can't see any reason not to bring a normal raid composition to this in terms of ranged/melee AE/single target balance.
I don't mean to troll, but I am having a hard time believing a mage not topping meters on felmyst. We have a strict rule of 'don't begin aoe until first breathe' which means I get to nuke felmyst during the start of air phases. This is a really non-trivial advantage.
As far as threat goes as you are alluding in your post, it is non-issue for a mage thanks to full threat reset. I won't lie that in the greater scheme of melee vs ranged I understand that classes with an active threat reset are at a great advantage, particularly given that you can't go by the normal 130% rule and must instead top at 100% your threat for when felmyst lands. This is also why elemental shamans are somewhat limited on that fight.
I do have to concede that I try and avoid using my cooldowns on ground phase for both threat reasons and because it is a lot less efficient than doing it during phase 2. I am not advocating deviating from a normal group composition specifically for that fight, but it is somewhat hard to deny the inherent ranged advantage for that fight.
Manly, we were explicitly talking about damage done solely to the dragon, and not to the adds. Not the whole fight. Quoting my post: "on dps done just to Felmyst"
To reword my apparently unclear post: The context was "are melee useless on the fight" and I'm saying they are just as useful since the adds will die regardless without stacking ranged, and the melee do sufficient damage to the dragon. You will not be losing this fight because you have melee on it, period. Yes they cannot dps full-time while he's flying, but due to threat issues neither *really* can your ranged -- and killing Felmyst is the easy part of my fight, the hard part is managing the abilities.
Yes, unless our mages die they are top of the meters. I can sometimes beat 1-2 of them though, since I'm pretty good at maneuvering to get tons of SoC time without risking MC, I know I was second one week.
Last edited by Kyth : 04/16/08 at 7:14 PM.
Reason: edited for clarity
Manly, we were explicitly talking about damage done solely to the dragon, and not to the adds. Not the whole fight. Quoting my post: "on dps done just to Felmyst"
To reword my apparently unclear post: The context was "are melee useless on the fight" and I'm saying they are just as useful since the adds will die regardless without stacking ranged, and the melee do sufficient damage to the dragon. You will not be losing this fight because you have melee on it, period. Yes they cannot dps full-time while he's flying, but due to threat issues neither *really* can your ranged -- and killing Felmyst is the easy part of my fight, the hard part is managing the abilities.
Yes, unless our mages die they are top of the meters. I can sometimes beat 1-2 of them though, since I'm pretty good at maneuvering to get tons of SoC time without risking MC, I know I was second one week.
I was talking of the same thing too. "but due to threat issues neither *really* can your ranged" is precisely what I am refuting. I can go all out on felmyst at any given time with the sole exception of the first ground phase where I limit myself to only trinkets at most (in order to save my other cooldowns for aoe, for which it is a lot better used). Other than that, as soon as she goes into phase 2, I can go all out, then invis/full threat clear at the end of the first phase 2, then I will never have to remotely worry about threat again in the fight.
We've done it with a tank not doing high TPS and had no problems still getting Felmyst down even though there was no substantial dps that could be done on air phase.
I stand by my statement: you will not fail on this boss due to having a melee group, because even if you cannot dps much at all in the air phase, you will still kill it within the enrage timer. I understand you're picking at details of my post to prove a point about ranged dps, but you're missing the broader point I'm trying to make which is about whether people should swap melee for casters here. I'm saying there's no point because your raid won't fail due to not having a raid full of ranged.
particularly given that you can't go by the normal 130% rule and must instead top at 100% your threat for when felmyst lands.
This isn't really the case from my observation, as long as the tank stands close to where he lands when he comes down and you are a decent distance away he will follow the normal melee/range aggro thresholds. On our last kill on the second landing I was literally around 5k threat from aggro gain of 130% yet it didnt go to me.
Regarding threat overall, generally I can go all out nearly all of the time with tranquil air down. Unless beams are in the way continue nuking till about 10 seconds until the first breath during which I run to our spot while putting up a CoD.
Then soulshatter as the boss is landing for the first time, which should give you enough of a buffer to last until the 3rd landing upon whicn you can soulshatter again and have no problems.
Last edited by weet : 04/16/08 at 8:11 PM.
Reason: quote forum tags
Mass Dispel resists = wtf. That's very irritating. Has anyone else experienced resists? They are not common per se, but I never realized pve encounter spells could resist.
Mass Dispel resists = wtf. That's very irritating. Has anyone else experienced resists? They are not common per se, but I never realized pve encounter spells could resist.
Yes, it happens regularly. We just have our Protection Paladin on the lookout to dispel people who get Mass Dispel resisted.
One of our Shadow Priests has some kind of mod which announces in say who in his group has it resisted too so it's dispelled quickly.
One of our Shadow Priests has some kind of mod which announces in say who in his group has it resisted too so it's dispelled quickly.
I remember reading something like that in the BigWigs Changelog, but I never saw any Announcements. We also have our Protection Paladin watch out for possible resists, works pretty good.
I'm pretty sure it's not in Bigwigs, but I can find out what it is.
Felmyst's Aura has a 100 yard range if I remember rightly - you should be able to use Invisibility as he transitions to land, depending on where you tank him.
Regarding the Invis, Felmyst's aura has a finite range to it so you'll see it fall off during the "strafing runs" portion of the air phases. As soon as it fades from you, you can get a full Invis off because she has to fly out to her farthest point, then turn around and fly back.
Yes, it happens regularly. We just have our Protection Paladin on the lookout to dispel people who get Mass Dispel resisted.
One of our Shadow Priests has some kind of mod which announces in say who in his group has it resisted too so it's dispelled quickly.
I believe Afflicted from wowinterface has the dispel announce functionality for priests. Not sure it works on mass dispel, but thats the mod I use on my alt priest in pvp to annouce dispels.
I'm pretty sure it's not in Bigwigs, but I can find out what it is.
Felmyst's Aura has a 100 yard range if I remember rightly - you should be able to use Invisibility as he transitions to land, depending on where you tank him.
I'm pretty sure it's in bigwigs, as that is the only boss mods I have activated. It announces in /say "X - Mass Dispel Failed". Anyway that is the least of our worries now
(in order to save my other cooldowns for aoe, for which it is a lot better used).
Why would you need cooldowns for AoE? Besides to look at pretty numbers, anyway. The AoE DPS required to beat it is so trivial, most of the time stuff dies right after the second breath without even trying hard, and then I run around with my spirit staff for 20-30 seconds while waiting for the new phase 1.
Manly, how are you able to get a full invis off during the fight? Is there a point where his aura quits pulsing?
The timing of it is a bit tricky since invis likes to break on any occasion it can. Usually I try and do it at 7s before it lands (using bigwigs timer), at which time you generally don't have the dot on you anymore. I've had my invisibility break early at times despise having no debuffs on me, or new debuffs applied, but such is the nature of the spell I guess. 7s is what seemed to work best.
Originally Posted by Setia
Why would you need cooldowns for AoE? Besides to look at pretty numbers, anyway. The AoE DPS required to beat it is so trivial, most of the time stuff dies right after the second breath without even trying hard, and then I run around with my spirit staff for 20-30 seconds while waiting for the new phase 1.
The dps required to kill felmyst is also trivial. The goal is not to have good looking numbers (assuming you look at total damage done), but rather to get the most out of your cooldowns. Combustion is miles ahead better on aoe than on felmyst (like easily 6-7 times more efficient), Icy Veins used on felmyst runs me in the possibility of having to blink out of encapsulate range, then run back in position, all of which during that time my icy veins will be very poorly used. I would rather use it on aoe where I am guaranteed to get 100% use out of it. Additionally, faster killing of aoe means more time to mana regen, which really is the major goal. I could maybe agree with you that 'aoe is trivial', but I believe that so is felmyst dps. And since I don't try and use any dps cooldowns (no destro pots, no flame caps) and use a lot drums of restauration (yes, for the mana), then I am not very inclined to use them on felmyst, as they do feel very much wasted. With this said, I do use them on the mandatory execute range burn, but otherwise I use it on aoe.